I wanted spaceships so Aether seemed a good idea for hyper engines, and the others seemed to be needed for capable spaceships. Psych, I don't remember(need to look it up), but it may not be needed. I hadn't planned on any opponents at first, so would have time to build a fleet. Organics could be dropped since I don't plan on sending giant insects and ferrets after my enemies. About how many points should I have for a balanced infrastructure? Alos should I have untapped fuel reserves? It seems that that would be advantages for the future.

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First off I would suggest taking Extra Durability 2SP, Increased Strength 1SP, and Natural Armor to reflect your Hi-G Homeworld.

Then I would recommend you cut back on your tech spending and take a Disad or two. Otherwise you won't have squat for Infrastructure or military. :wink:

Cheers, ??rgr?mr

I also noted that the mech requires tech five levels above it in order to have it. Or did I misunderstand your Albion example in pregame setup?

I rethought the design after your comments. I have not yet started the terrain purchase process. How many terrains on a size six planet? Or is it as many as you want? Maybe I should finish reading the Terrain section before asking questions?

Going over the infra rules I noticed I need to seriously update my Nation Creation example by including the New Infra, Food and Energy, and the new Facility rules. I will update that document when I have finished posting the re-written ruleset.

Added the naval Construction Rules. They look hefty but the majority is the added and reduceds caps that can be added to a design. I will reorder the different sections when I get all the new rules added.